package game.worldgen; import game.rng.OctaveGen; import game.rng.Random; import game.util.ExtMath; import game.world.State; import game.world.WorldServer; public class GeneratorIsland implements ChunkGenerator { private final OctaveGen noiseGen1; private final OctaveGen noiseGen2; private final OctaveGen noiseGen3; private final OctaveGen noiseGen4; private final OctaveGen noiseGen5; private final double[] densities = new double[297]; private final double[] noiseData1 = new double[297]; private final double[] noiseData2 = new double[297]; private final double[] noiseData3 = new double[297]; private final double[] noiseData4 = new double[9]; private final double[] noiseData5 = new double[9]; private final State filler; // public GeneratorIsland(Dimension dim, Random rand) { // this(rand, dim.getFiller()); // } public GeneratorIsland(Random rand, State filler) { this.noiseGen1 = new OctaveGen(rand, 16); this.noiseGen2 = new OctaveGen(rand, 16); this.noiseGen3 = new OctaveGen(rand, 8); this.noiseGen4 = new OctaveGen(rand, 10); this.noiseGen5 = new OctaveGen(rand, 16); this.filler = filler; } public int getMaximumHeight() { return 128; } public void generateChunk(WorldServer world, int x, int z, ChunkPrimer primer) { int range = 2; int xr = range + 1; int yr = 33; int zr = range + 1; this.genNoisemap(x * range, 0, z * range); for (int i1 = 0; i1 < range; ++i1) { for (int j1 = 0; j1 < range; ++j1) { for (int k1 = 0; k1 < 32; ++k1) { double d0 = 0.25D; double d1 = this.densities[((i1 + 0) * zr + j1 + 0) * yr + k1 + 0]; double d2 = this.densities[((i1 + 0) * zr + j1 + 1) * yr + k1 + 0]; double d3 = this.densities[((i1 + 1) * zr + j1 + 0) * yr + k1 + 0]; double d4 = this.densities[((i1 + 1) * zr + j1 + 1) * yr + k1 + 0]; double d5 = (this.densities[((i1 + 0) * zr + j1 + 0) * yr + k1 + 1] - d1) * d0; double d6 = (this.densities[((i1 + 0) * zr + j1 + 1) * yr + k1 + 1] - d2) * d0; double d7 = (this.densities[((i1 + 1) * zr + j1 + 0) * yr + k1 + 1] - d3) * d0; double d8 = (this.densities[((i1 + 1) * zr + j1 + 1) * yr + k1 + 1] - d4) * d0; for (int l1 = 0; l1 < 4; ++l1) { double d9 = 0.125D; double d10 = d1; double d11 = d2; double d12 = (d3 - d1) * d9; double d13 = (d4 - d2) * d9; for (int i2 = 0; i2 < 8; ++i2) { double d14 = 0.125D; double d15 = d10; double d16 = (d11 - d10) * d14; for (int j2 = 0; j2 < 8; ++j2) { State iblockstate = null; if (d15 > 0.0D) { iblockstate = this.filler; } int k2 = i2 + i1 * 8; int l2 = l1 + k1 * 4; int i3 = j2 + j1 * 8; primer.set(k2, l2, i3, iblockstate); d15 += d16; } d10 += d12; d11 += d13; } d1 += d5; d2 += d6; d3 += d7; d4 += d8; } } } } } private void genNoisemap(int x, int y, int z) { int xs = 3; int ys = 33; int zs = 3; double d0 = 684.412D; double d1 = 684.412D; this.noiseGen4.generate(this.noiseData4, x, z, xs, zs, 1.121D, 1.121D, 0.5D); this.noiseGen5.generate(this.noiseData5, x, z, xs, zs, 200.0D, 200.0D, 0.5D); d0 = d0 * 2.0D; this.noiseGen3.generate(this.noiseData1, x, y, z, xs, ys, zs, d0 / 80.0D, d1 / 160.0D, d0 / 80.0D); this.noiseGen1.generate(this.noiseData2, x, y, z, xs, ys, zs, d0, d1, d0); this.noiseGen2.generate(this.noiseData3, x, y, z, xs, ys, zs, d0, d1, d0); int i = 0; for (int j = 0; j < xs; ++j) { for (int k = 0; k < zs; ++k) { float f = (float)(j + x) / 1.0F; float f1 = (float)(k + z) / 1.0F; float f2 = 100.0F - ExtMath.sqrtf(f * f + f1 * f1) * 8.0F; if (f2 > 80.0F) { f2 = 80.0F; } if (f2 < -100.0F) { f2 = -100.0F; } for (int l = 0; l < ys; ++l) { double d2 = 0.0D; double d3 = this.noiseData2[i] / 512.0D; double d4 = this.noiseData3[i] / 512.0D; double d5 = (this.noiseData1[i] / 10.0D + 1.0D) / 2.0D; if (d5 < 0.0D) { d2 = d3; } else if (d5 > 1.0D) { d2 = d4; } else { d2 = d3 + (d4 - d3) * d5; } d2 = d2 - 8.0D; d2 = d2 + (double)f2; int i1 = 2; if (l > ys / 2 - i1) { double d6 = (double)((float)(l - (ys / 2 - i1)) / 64.0F); d6 = ExtMath.clampd(d6, 0.0D, 1.0D); d2 = d2 * (1.0D - d6) + -3000.0D * d6; } i1 = 8; if (l < i1) { double d7 = (double)((float)(i1 - l) / ((float)i1 - 1.0F)); d2 = d2 * (1.0D - d7) + -30.0D * d7; } this.densities[i] = d2; ++i; } } } } }